Why No Functioning Cars?

You're implying Bethesda has ever needed a reason to fuck with Fallout lore.

My point is they wouldn't disregard Tactics because of the lore problems hardcore fans like us worry about. They seem to embrace the silliness and have no qualms against retcons.
 
That isn't the problem. The problem is the engine isn't made for it which is even worse.
 
No functioning cars, thousands of functioning Vertibirds. At this point, if I was working as Bethesda PR and had to come up with the most contrived excuse I could for the lore, I would just say that the Brotherhood didn't bother to fix cars because the roads were a mess.

Hell, being Bethesda PR and damage control would probably be a pretty swell job, actually. All you have to do is make a couple of excuses up on the fly considering the fanbase and ignore the noisy crowd of bitter fucks called NMA and you get paid for it.

Gamebryo is the dead horse of game engines.

Funny that's the case. Several other games have worked using the engine just fine, even a rather explorative MMO, so there goes the "not designed for open world" excuse. Maybe Bethesda is just that bad.

But frankly, with the exception of a couple of pretty open games, there's no game on the that list that are fully open-world and/or possesses current-generation graphics, so maybe that's telling of how outdated and should-not-be-used-anymore the engine is.
 
Funny that's the case. Several other games have worked using the engine just fine, even a rather explorative MMO, so there goes the "not designed for open world" excuse. Maybe Bethesda is just that bad.

But frankly, with the exception of a couple of pretty open games, there's no game on the that list that are fully open-world and/or possesses current-generation graphics, so maybe that's telling of how outdated and should-not-be-used-anymore the engine is.
Well Bethesda's Gamebryo is a giant clusterfuck of it's source code, bethesda's halfbaked implementation of features, and a whole slew of problems. To my knowledge the paid Gamebryo a bunch of money so they could have access to the source code at the time and since they already started building on it they decided to keep it. Many would say it is not the same engine as Morrowind simply because of it's renaming to Creation Engine but many of the same bugs, the nif and esp data structure, and overall handling have not changed in the slightest over the past 14 years. I mean for chirst's sake they have tied FPS to Physics and Skyrim had it's FPS tied to Physics and script processing.
 
Well Bethesda's Gamebryo is a giant clusterfuck of it's source code, bethesda's halfbaked implementation of features, and a whole slew of problems. To my knowledge the paid Gamebryo a bunch of money so they could have access to the source code at the time and since they already started building on it they decided to keep it. Many would say it is not the same engine as Morrowind simply because of it's renaming to Creation Engine but many of the same bugs, the nif and esp data structure, and overall handling have not changed in the slightest over the past 14 years. I mean for chirst's sake they have tied FPS to Physics and Skyrim had it's FPS tied to Physics and script processing.

I'm not sure what Bethesda is even trying to be with this. Cheapskates about game engines, or artists who refuse to admit that their work is not actually very good?
 
I'm not sure what Bethesda is even trying to be with this. Cheapskates about game engines, or artists who refuse to admit that their work is not actually very good?
Some would argue that a change in engine would restrict modding, which is an understandable argument. Not many games have the modding potential as Bethesda games although with the major engines (Unreal, Unity, CryEngine, that new amazon engine) becoming free to use with a light royalty after a certain amount of money made, this trend of restricted games may start coming to a close. Good examples of open modding for games are XCOM 2 which just released and is already successful, Civilization 5, Paradox games like Europa Universalis 4, Crusader Kings 2, and Cities Skylines.

Another thing could be the developers are just so used to working on the Creation Engine that it would be incredibly time consuming to learn a new engine. That would slow down game production and possibly create an even buggier game than normal.
 
Has anyone noticed... The engine doesn't show up at the initial loading screens. They are or ashamed or don't want people to notice they have been using the same effin engine since 2003.
 
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